Community Posts with Keyword Sharena All
Analysis by accidentalgreed
Sharena - Princess of Askr

4 Star Story

Obtainable as a 4 from story

Related Heroes

Hero Stats

Max Avg Total Stats at Lvl 40
HP 43
ATK 32
SPD 32
DEF 29
RES 22

Stat Variations

Level 1 Stat Variation
Low 18 7 9 6 4
Middle 19 8 10 7 5
High 20 9 11 8 6

Level 40 Stat Variations
Low 40 29 29 25 19
Middle 43 32 32 29 22
High 46 35 35 32 25

IV Sets

Key stats worth increasing through nature if possible.
Complementary stats that matter, but not to the point of picking them over key stats for nature increase.
Relatively worthless stat that can safely be decreased through nature.

This unit requires use of Trait Fruits to get access to IVs

Skill Sets

Friendly, Friend, Friends! (Bond Stacking Build / Arena Optimal 1)

Build by accidentalgreed
Fensalir (+Eff) A Atk/Spd Bond (3 or 4)
Alternate: Atk/Def Bond 3
Alternate: Rally Up Atk+
B Null Follow-Up 3
Alternate: Wrath 3
Blue Flame
Alternate: Bonfire
C Joint Hone Spd
Alternate: Threat. Atk/Spd 3

+SPD / -HP or -RES

SAtk/Spd Bond 3
Alternate: Flashing Blade 3

Show Explanation/Analysis

Weapon: Fensalir (+Eff)

  • Sharena's refined unique weapon isn't anything insane, but it is extremely useful in its simplicity: Fensalir cancels enemy units' bonuses (from skills such as Hone and Rally) while granting her a pretty beefy 5 Defense and Speed in combat. 

  • In practice, the Dull effect allows Sharena to make fairer matchups against merged units (since Sharena herself cannot benefit from merges at this time of writing) who will undoubtedly support themselves and other teammates with visible bonuses.

  • The Spd/Def Bond effect makes Sharena's initial modest statline more competitive, improving the majority of melee matchups significantly with an effectively new 34 Defense and 37 Speed. 

  • Lastly, Fensalir is a unique preferred weapon, meaning it has a higher SP value than regular inherited weapons and will thus benefit Sharena in Arena scoring.

Assist: Reposition / Rally Up Atk+ / Any high-scoring rally 

  • Reposition is purposed for general non-Arena content, allowing Sharena to rescue herself or her teammates from enemy range.

  • Rally Up Atk+, as well as any other skills in the Rally Up or dual Rally+ tree, are the best-Arena scoring Assist skills Sharena can access. Using rallies is also practical in other contexts as they encourage Sharena to maintain her Bonds by being next to teammates.

Special: Blue Flame / Bonfire / Moonbow / Aether

  • Blue Flame not only has an acceptable cooldown compared to Aether (the most accessible 500 SP special at 5 CD), but its effect also directly benefits from Sharena being adjacent to her teammates, which happens to be the main point of this build. Notably, the native user (at this time of writing) of this skill, Owain, can hand out Atk/Def Bond 3 or Wrath 3 as very optimal inheritance options.

  • Aether itself is a significantly more accessible option for Arena scoring, while offering a form of sustain in multiple battles. However, to consistently activate it, Sharena must have cooldown acceleration support (via Infantry Rush or Infantry Breath) or run a Breath or Blade skill herself.

  • Bonfire and Moonbow are great and cheap options for non-scoring purposes. Bonfire has great damage potential which can be further improved with dedicated Defense Bond stacking, while Moonbow is a short and sweet Special that is likely to activate on in one round on most slower foes.

Passive A: Atk/Spd Bond / Spd/Def Bond / Atk/Res Bond / Flashing Blade 4 / Atk/Def Bond / Other Bond skills

  • Bond stacking is this build's main game, and pretty much any Bond-skill will benefit Sharena more often than not. The skills you choose ultimately depends on which stats and matchups you value above others.

  • Atk/Spd Bond directly improves Sharena's modest base 32 Attack while offering additional stacking (with Fensalir) on her Speed. Obtaining this skill is also affordable as it is available from any Bridal Louise via Heroic Grails.

  • Atk/Res Bond 4 is currently the only tier 4 Bond skill in the game. That is to say, not only does the skill boast a higher SP cost (meaning better scoring) and higher in-battle bonuses than regular tier 3 Bonds, but it also features an additional effect: neutralizing any debuffs Sharena may have to her Attack and Speed, thus creating fairer matchups. The Resistance boost also handily makes matchups against Dragons and stray ranged magic attacks more bearable. Atk/Res Bond 3 is the more accessible option and can be acquired simply by summoning Winter Cecilia via Heroic Grails.

  • Flashing Blade 4 is expensive, but this skill in combination with another Speed Bond in the Sacred Seal is technically superior to a passive A-slot Bond and Flashing Blade 3 seal. With it, Sharena is able to deal 5 true additional damage on enemies with any effective Speed stat lower than hers, while accelerating her chosen special (especially 3 CD ones) with ease. Fensalir's Dull effect also makes it easier for Sharena to win Speed matchups and activate this skill frequently. Notably, Sharena can inherit this along with Null Follow-Up from any Mareeta if she has inherited the proper prerequisites (particularly Flashing Blade 3 from the free Summer Ylgr).

  • Other Bond skills are perfectly acceptable depending on your needs or what you have available.

Passive B: Null Follow-Up / Wrath / Renewal 

  • Null Follow-Up is a priority recommendation as it disables the automatic follow-up effects of common skills in high-investment environments, such as Spirit Breath, Bold Fighter, Vengeful Fighter, Quick Riposte, and a number of others. This significantly reduces the number of "cheap" matchups Sharena may encounter by making most battles effectively fair and stat-based.

  • Wrath is another desired passive B skill due to its dual effects: when below 75% health, Sharena's specials deal an additional +10 damage, and said specials can charge passively out of battle by 1 at the start of each turn. These are useful for several reasons: mainly, the additional damage helps Sharena win out several otherwise difficult matchups (especially against bulky green enemies) and thus have a better chance to gain Arena bonus kills. Additionally, Sharena will not always have a Special ready for every situation, especially if using those with higher cooldown counts, so the passive charge effect helps in this respect. Note that this is inheritable from Owain, who also gives the optimal Special skill Blue Flame. 

  • Renewal is not only easily accessible but also helps Sharena eventually and passively recover from multiple or difficult matchups by kiting foes from a distance. 

  • Honorable mentions in this slot include Quick Riposte, Guard, Wings of Mercy, and most relevant Chill and Ruse skills. 

Passive C: Joint Hone Spd / Threat. Atk/Spd / Any Dual Spur skills / Infantry Rush / Flexible

  • Joint Hone Spd's extremely high SP cost and general value in encouraging Sharena to be adjacent to others make it a better passive C option than most for Arena purposes. Taking a skill as high as Joint Hone Spd's also enables Shrarena to take a lower-ranking A or Assist slot if you require.

  • Threat. Atk/Spd also features a high SP cost while making it difficult for many melee units to overcome Sharena in Enemy Phase, thanks to the concurrent enemy debuffs and Sharena's own Atk/Spd bonuses. 

  • For general and budget purposes, skills such as dual Spur skills and Infantry Rush encourage nearness to teammates while also having competent SP costs. The passive C slot is otherwise pretty flexible.

Sacred Seal: Atk/Spd Bond / Other Bond skills / Flashing Blade 3

  • Adding another Bond skill as a Sacred Seal grants Sharena a number of great combinations in Bond stacking. In particular, any of the Speed or Defense-based Bonds can potentially make Sharena triply-stacked in those stats. Alternatively, using a Resistance or Attack-based Bond in conjunction with similars in her A slot gives Sharena even better magical bulk or overall offenses. 

  • Flashing Blade is an option if Sharena is doubly-stacked in Speed via Fensalir and her A-slot skill. Using this allows Sharena to accelerate her chosen special more frequently on slower foes. Thus, Blue Flame and other 2-3 CD specials can potentially activate in a single round, while Aether becomes a more practical option overall.

Relationship Status: Engaged with Eir! (Aether Raids Omnitank)

Build by accidentalgreed
Fensalir (+Spd)
Alternate: Fensalir (+Res)
A Distant Counter
Reposition B Close Call 3 / Repel 3
Alternate: Quick Riposte 3
Alternate: Sol
C Atk Smoke 3
Alternate: Def Smoke 3

+SPD or +RES / -HP

SSpd/Res Solo 3
Alternate: Distant Def 3

Show Explanation/Analysis

Weapon: Fensalir (+Spd) / Fensalir (+Res)

  • Fensalir's Dull effect is fortunately packaged with all refines rather than forced into the +Eff one. Considering many Aether Raids defenses are comprised of magical ranged threats—and it is generally risky for other units to be adjacent to an omnitank in this mode—refining Fensalir for additional Resistance and forgoing the Spd/Def Bond effect is the most logical choice. Eir's provided HP and Resistance boosts also further augment Sharena's magic bulk in combination with this.

  • Notably, Fensalir is superior to the conventionally inheritable Casa Blanca, which only has 14 Might and neutralizes bonuses from just ranged attacks as opposed to all. 

  • If you have obtained the seasonally-locked yet easily-summonable Flowing Lance (with thanks to Geese's 4 star rarity), 

Assist: Reposition

  • Positioning is more important than ever in Aether Raids, and there are fewer assists better at rescuing teammates from hazard attack range than Reposition. 

Special: Noontime / Sol

  • A consistent form of sustain will be needed versus defense setups with enemies in relatively concentrated formations; Sol and Noontime, therefore, take center-stage here.

Passive A: Distant Counter 

  • Ranged enemies are the bread, butter, and blood of Aether Raids. It follows that no A-slot is more necessary and optimal than Distant Counter, which allows Sharena to take on common key threats such as Reinhardt, Eir, etc. 

Passive B: Repel / Close Call / Spurn / Null C-Disrupt / Quick Riposte / Null Follow-Up

  • Fensalir's Dull effect means taking a Lull skill is mostly unnecessary and wasteful. A host of alternative B skills are open consequently. The easiest to recommend (especially on Light season with Eir and Peony blessing stat support) are Speed-based reduction skills, which take fine advantage of Sharena's generally good Speed comparisons thanks to Fensalir.

  • Null C-Disrupt allows Sharena to retain counterattacks against likes of Brave Veronica and Firesweep Bow Lyn, making matchups with these common and frightening units significantly less stressful overall. Sharena can inherit this, along with Distant Counter, from any Nailah.

  • Quick Riposte is the most accessible option of the options listed. Though it is preferable to use Quick Riposte as a Sacred Seal with Null C-Disrupt as the B passive, using it instead in the B slot opens the Sacred Seal to options such as Distant Def, Fierce Stance, Spd Smoke, or Atk Smoke.

  • Null Follow-Up is yet again a good skill to consider to level the playing field against units reliant on follow-up manipulation, especially Hríd, Bold Fighter Duma, Wary Fighter armors in Ward setups, etc. 

Passive C: Atk Smoke / Def Smoke / Pulse Smoke 

  • A Smoke skill of choice allows Sharena to debuff multiple foes in a concentrated formation, which is a commonality in Aether Raids. 

  • Atk Smoke combines accessibility with usefulness by reducing the amount of potential damage dealt to Sharena.

  • Def Smoke improves Sharena's damage output further by decreasing the Defense of affected enemies.

  • Pulse Smoke breaks up Infantry Pulse defense setups by inflicting additional +1 cooldown upon affected targets. With it, Sharena is given enough leeway to deal with—if not fully neutralize—threats such as fully precharged Sonya, Sothe, and Sothis.

Sacred Seal: Quick Riposte / Distant Def / Fierce Stance / Atk Smoke / Spd Smoke

  • Sharena is generally not fast enough to perform natural follow-ups without extreme support or Speed control, making Quick Riposte the key to closing KOes on exceptionally fast foes. 

  • A direct stat-boosting seal of choice can be used if follow-up concerns are handled. Distant Def provides a beefy 6 point boost to Defense or Resistance when engaged by a ranged threat, making her generally more resilient. Fierce Stance provides 6 Attack on enemy initiation instead, improving her offensive presence overall. Darting Stance is also worth considering to heighten the possibility of performing natural follow-ups rather than rely on Quick Riposte. 

  • Another Smoke skill to use in conjunction with the chosen passive C skill is also an option to improve Sharena's debuff game. It is recommended to have Atk Smoke in at least one form to increase solo survivability.

"I Just Need Some Space." (Non-Bonds Generalist / Arena Optimal 2)

Build by accidentalgreed
Slaying Spear+ (+Spd)
Alternate: Fensalir (+Eff)
A Fury (3 or 4)
Alternate: Steady Breath
Alternate: Rally Up Atk+
B Wrath 3
Alternate: Renewal 3
Blue Flame
Alternate: Aether
C Atk Smoke 3
Alternate: Odd Spd Wave 3

+SPD / -HP or -RES

SQuick Riposte 3
Alternate: Renewal 3

Show Explanation/Analysis

Weapon: Slaying Spear+ (+Spd) / Fensalir (+Eff) / Slaying Lance+ (+Spd)

  • Slaying Spear is valued for its bonus damage against armored foes—a common sight in high-scoring Arena environments. Using this allows Sharena to close matches with armors more quickly without overly relying on specials.

  • Though this build aims to be less reliant on Bond skills, effect-refined Fensalir is still a great default tool to have. The Spd/Def Bond effect is nothing but beneficial for Sharena's basic statline, the Dull effect keeps matchups against highly-merged / invested units fair, and the weapon itself is the highest-scoring in Sharena's repertoire.

  • Slaying Lance is a good all-purpose weapon that opens the way for great skill combinations—especially Aether or Blue Flame + Steady Breath—thanks to its permanent special cooldown reduction of 1. 

  • Other lances such as Vanguard and Lofty Blossoms are honorable enemy and player phase-oriented mentions, respectably, though using these weapons effectively makes Sharena worse at doing specific jobs than dedicated users, such as Lukas and Tanith.

Assist: Reposition / Rally Up Atk+ / Any high-scoring rally 

Special: Blue Flame / Aether / Moonbow / Ruptured Sky 

  • Blue Flame is still as recommended as ever due to its combination of Arena scoring potential, reasonable cooldown, and good potential additional damage. 

  • With the correct skill or teammate setups to make up for high cooldown, Aether can provide both reasonable damage and sustain.

  • Moonbow provides good damage with only 2 cooldown, making it a good choice for most non-Colisseum content. Ignis is a larger huge damage-dealing option that requires the acceleration of Steady Breath.

  • Ruptured Sky is not much better than the likes of Moonbow or Blue Flame in practice, but it also has high Arena scoring potential, deals short and sweet damage, and comes packaged with Fury 4 or Wrath from any Female Byleth if Sharena has the proper prerequisite skills.

Passive A: Fury (3 or 4) / Steady Breath / Steady Stance (3 or 4) / Steady Posture 

  • Fury adds much-needed stats directly to Sharena's basic statline, making her faster, bulkier, and more hard-hitting overall at the cost of some recoil. It is also enables Sharena to be more functional in player phase compared to other options. Fury 3 is easily accessible and is more than sufficient for low-investment builds. On the other hand, Fury 4 provides better stat boosts and Arena Scoring potential and can be inherited in conjunction with either Wrath or Ruptured Sky from Female Byleth.

  • Steady Breath accelerates the cooldown of Sharena's Specials in enemy phase, thus activating the likes of Blue Flame, Ignis, and Aether more frequently and practically. The defense boost also makes Sharena hardier when it comes to physical enemy phase tanking. 

  • Steady Stance provides a more dedicated Defense boost in the enemy phase compared to the previously mentioned options, thus improving Sharena's ability to tank physical hits. Steady Stance 3 is a low-investment option that is easily available from any 4 star Silas (who also has Slaying Spear to boot!), whereas Steady Stance 4 provides a better boost and Arena scoring potential with an additional Guard effect built-in.

  • Steady Posture is another low-investment skill that improves Sharena's Speed and Defense in enemy phase, while being easily available from any low rarity Thea or Reyson.

Passive B: Wrath / Renewal / Null Follow-Up / Quick Riposte 

  • The B slot options are largely the same as the Bonds-centered build, but priorities are switched slightly. In particular, using Fury makes it easier to get into Wrath range, or requires the passive healing of Renewal in long-winded fights. 

  • Null Follow-Up is generally good with most of the listed A slot skills, and is truly effective in conjunction with Slaying Spear to take down armored foes that are extremely reliant on their Fighter skills (not including Special Fighter).

  • Sharena's only above-average Speed and frequent enemy phase dueling means Quick Riposte is up for consideration. It is a low-investment option that allows Sharena to make an additional follow-up attack when above 70% health when a foe initiates. Quick Riposte is particularly effective with any non-Fury A passive skill to increase the frequency of activated Specials.

Passive C: Atk Smoke / (Even or Odd) Spd Wave / Joint Hone Spd / Threat. Atk/Spd / Flexible

  • A build focused on physical generalist combat typically sees much mileage from the easily-inheritable Atk Smoke, which softens up incoming attacks from surrounding foes.

  • Either Joint Hone Spd or a Speed-based Wave of your choice allows Sharena to self-sufficiently boost the frequency of her follow-up attacks as well as follow-up avoidance. 

  • Threat. Atk/Spd makes it extremely difficult to win out long duels with Sharena thanks to the buff to her Attack and Speed, as well as the enemy's debuffs in the same stat.

  • The C slot is otherwise flexible and depends on teammates (for instance, using Infantry skills for infantry-based teams, or using Drive skills for all-around support)

Sacred Seal: Quick Riposte / Renewal / Atk/Def Bond / Atk/Spd Bond / Close Def / Steady Stance / Sturdy Blow 

  • If Quick Riposte or Renewal is not used in the B slot, they are optimal as a Sacred Seal for reasons explained in the B Passive section.

  • Atk/Def Bond and Atk/Spd Bond improve any two of Sharena's chosen duelist stats with the condition of being adjacent to a teammate and work in both player and enemy phase. 

  • Close Def or Steady Stance improves Sharena's physical durability in the enemy phase without the Bonds' adjacency condition.

  • Sturdy Blow pairs well with Fury for improved melee initiation.

Bolstering Bonds and Breaking Bones (Low Investment AR Bonus / Support)

Build by accidentalgreed
Fensalir (+Eff)
Alternate: Slaying Spear+ (+Eff)
A Fury 3
Alternate: Fury 4
Alternate: Reposition
B Spd/Res Link 3
Alternate: Spd/Def Link 3
Moonbow C Atk Tactic 3
Alternate: Infantry Rush 3

+SPD / -HP or -RES

SDef Tactic 3
Alternate: Res Tactic 3

Show Explanation/Analysis

Weapon: Fensalir (+Eff) / Slaying Spear (+Eff) 

  • For those who aren't quite welcoming of an idea of a highly-invested, super-specialized Sharena in Aether Raids, her weapon's effect refine is quite sufficient enough. In emergencies, the Speed and Defense boost (when adjacent to an ally), in addition to bonus stats, can make her quite difficult to one-round KO. 

  • If none of your usual Aether Raids offense units are specialized against all-armor setups, Sharena can alleviate the burden by baiting boosted red or colorless armors with a Slaying Spear. Additionally, if you have not already refined Fensalir, the Slaying Spear is also an easily refinable (your choice of +Eff or +Spd), low-investment choice as it merely requires 50 Refining Stones rather than 200 Divine Dew.

Assist: Smite / Reposition / Shove

  • A notable Assist for support units in Aether Raids, Smite allows Sharena and her smitee to activate a trap without wasting a turn dancing or Repositioning themselves out. However, Reposition can still be used for traditional rescue tactics. 

  • Shove is an option if you don't want the intended smitee to stray too far from Sharena in order to benefit from Tactic skills, Infantry Rush, etc.

Special: Moonbow

  • Sharena's involvement in combat will likely be minimal in favor of another unit doing the main work, meaning the few battles she's involved with should be impactful. Moonbow is ideal as it's cheap and does reasonable damage with only two turns of cooldown.

Passive A: Fury (3 or 4) 

  • Those who aren't quite willing to sacrifice a Hector or Nailah so freely can happily use Fury as a cheap way to fix up Sharena's otherwise modest statline. With Fensalir's Bond effect and bonus stats also in mind, Sharena won't be a total pushover in terms of stats or combat.

Passive B: Spd/Res Link / Spd/Def Link / Other Link skills / Wings of Mercy

  • A Link skill in conjunction with the proper C slot and seal allows Sharena to support a combat unit by granting an array of bonuses to their stats. Spd/Def Link and Spd/Res Link, in particular, can easily be acquired by inheriting them from their respective Heroic Grail unit, while the remaining stat boosts are easily available in Tactics C skills and Sacred Seals.

  • Wings of Mercy serves as an opportunity to more directly combat the opposition by allowing Sharena to teleport to a weakened ally—likely by sustaining enemy damage or activating Bolt Traps. When used with other Dance/Sing units that also have Wings of Mercy, this can result in an effective attack chain against highly fortified Defense setups. Fensalir's Bond effect is also reinforced by Wings of Mercy forcing adjacency.

Passive C: Atk Tactic / Infantry Rush / Infantry Breath / Flexible

  • Atk Tactic combos well with the main listed links and is easily inheritable compared to the other Tactic skills (two of which are conveniently available as Sacred Seals). Additionally, the requirement to activate the skill can be relatively easy to activate as most of the currently-released Offense Mythic heroes (at this time of writing) are fliers.

  • Infantry Rush supports infantry carry units within two spaces by effectively granting them Heavy Blade without needing to equip said skill on their own moveset.

  • Infantry Breath similarly accelerates cooldown in enemy phase, but is harder to pull off than Flash due to the adjacency requirement. In Aether Raids, being adjacent to your carry unit can mean uncertain death as enemy units can have their range extended with the likes of Wings of Mercy, Dance, Sing, or Gray Waves.

  • The C slot is easily flexible depending on your team. For instance, your intended sweeper is not able to benefit from Tactic skills and needs regular Hones/Fortifies instead.

Sacred Seal: Def Tactic / Res Tactic / Atk Tactic / Drive Atk / Steady Stance / Atk/Spd Bond / Flexible

  • Assuming your other Aether Raids units can benefit from Tactics, you can use the Sacred Seal slot to fill in the remaining stat bonus after considering the Link and Tactic skill used. For instance, using Spd/Res Link in the B slot and Atk Tactic in the C slot means Sharena can complete her array of bonuses by using the Def Tactic seal. 

  • Drive Atk, as well as other Drive seals, can be used to offer additional support in a stat from slightly afar. 

  • Seals such as Steady Stance and Atk/Spd Bond allow for self-sufficiency in situations where supporting isn't an option. 

  • There are plenty of options in the seal to consider (such as Chill seals) other than the aforementioned ones, depending on your desired setup.


On a master quest to befriend as many interdimensional Heroes as possible, Sharena rollicks on as one of the three free units the player receives at the beginning of the game. The Princess of Askr can be seen as a balanced middle ground between her companions Alfonse and Anna; her statline features fair-to-middling numbers in HP, Speed, Attack, and Defense, while her Resistance rests at a fair but exploitable 22. 

In a nutshell, Sharena has quite a lot to catch up on. For starters, she starts off with the usual first-generation infantry BST of 158, which wouldn't be so bad if her stats weren't also allocated in a balanced way. Because of said stats limit and balanced allocation, Sharena doesn't specialize in an obvious role compared to fellow lancers in a similar role. Her being part of the Askr trio also means it is impossible to acquire merges to improve her stats and inherent Arena scoring potential through said method. 

Though things look grim for Sharena, she does have several advantages to her name. Our poppy princess is part of two ongoing rotations for both Arena and Aether Raids, meaning she very frequently has opportunities to prove herself. This is done through improving your scoring overall as well as benefiting from bonus stats in her respective seasons, giving her quite some value in both modes. Though she cannot be merged which may seem to make her unsuited for the dangerous trenches of high scoring content, that's not quite the right conclusion. In practice, her unique weapon Fensalir, as well as tools such as her infantry privileges (especially benefitting from Null Follow-Up and Wrath) and stat augments (such as Dragonflowers and the aforementioned bonus stats) make sure that she settles the score evenly against the majority of high-investment enemies. 

With these traits in consideration, Sharena is never a bad or wasted unit to invest in. This is especially true for low-investment players who require the Askr trio to score sufficiently in PVP modes; like a true friend, she may likely stick with them through thick and thin. Though Sharena herself requires a heavy makeover and is still not overly breathtaking after the fact, she's living proof that nobody truly needs luxury to achieve the finer details in life and success.


Serviceable Stats 

By current metagame standards, Sharena’s balanced statline isn’t exactly winning rewards. In practice, however, her relevant physically-inclined stats are malleable enough to take on current threats with sufficient investment. While her base 22 Res is indeed low, that, too, is workable with dedicated investment, especially in Aether Raids where she frequently benefits from bonus perks and Eir's HP/Res boosts in Light season.

Infantry Perks

Sharena's infantry status is one of her biggest carries. She is able to benefit from skills such as Wrath, Null C-Disrupt, Flashing Blade, Null Follow-Up, Infantry Flash, and others with more than sufficient degrees of effectiveness. Additionally, she does not suffer from exploitable weapon effectiveness that is common for dragons and armors. 


When refined, Sharena's unique weapon Fensalir gains a basic but deceivingly useful effect: it essentially combines the effects of both Dull Ranged and Dull Close, allowing her to neutralize all of the visible bonuses of any foe to zero. Additionally, the effect refinery of said weapon grants her an innate Spd/Def Bond, which slightly makes up for Sharena's basic statline when the Bond condition is fulfilled. Together, these two effects constructively give Sharena more equal, practical grounding in fights against more highly-invested, highly-merged enemies, especially considering Sharena herself cannot be merged at this time of writing. 

Bonus Frequency 

Perhaps her biggest selling point, Sharena is part of two bonus unit rotations: one for Arena, and one for Aether Raids. She can be built optimally or cheaply for both modes with impressive results thanks to her previously mentioned perks, as well as the bonus stats that come with being a bonus unit. In spite of her lack of merges, Sharena is never a bad competitive investment for those who find rarely themselves summoning.


Lack of Merging Potential

Like the rest of the Askr trio, Sharena, unfortunately, does not have a way to bolster her strength and Arena scoring potential with merges. Despite there being methods of padding out her stats (such as bonus stats, Summoner Support, Dragonflowers, Trait Fruits, Mythic Heroes and blessings, etc), they cannot effectively change Sharena's innate traits, leaving her an often left-behind choice compared to more mergeable and customizable units. 

The Current Scoring Formula

Since the current Arena scoring formula takes merges and base stat total heavily into consideration, Sharena will also score lower than your most highly-merged, high investment bonus units in the same season. Fortunately, this is typically less of an issue for those merely looking to maintain their rewards in Tier 18-20.5 rather than stay in Tier 21. 

Average Magical Tolerance 

Like most conventional lance units, Sharena doesn't take to Resistance-hitting attacks particularly well. Though her Speed is decent and her total Resistance bulk typically comes out to 68-70 uninvested (depending on the refined weapon used), both stats can leave her vulnerable to powerful magical follow-ups if they are not invested in further. 

Lack of Specialization

Sharena's statline is good, but her base stat total and distribution generally still leave her largely wanting for more in the relevant places. As such, in terms of competition, fellow infantry such as Kris and Lukas have much access to the same perks as Sharena while also boasting tools and attributes that can make the Princess of Askr quite green, especially in terms of dedicated physical tanking. Lances in other movement categories also tend to have flashy features that may leave Sharena ignored, including powerful followup methods (Legendary Ephraim and Dimitri) or higher potential offenses with movement class perks (most lance fliers and their access to Goad Flier stacking). 

Weapon Skills

Weapons SP Rng. Mt.
Learns by default at 2 ★
Steel Lance
Unlocks at 2 ★
Lance Users Only
100 1 8
Silver Lance
Unlocks at 3 ★
Lance Users Only
200 1 11
FensalirInflicts Atk-4 on foes within 2 spaces through their next actions at the start of each turn.
Unlocks at 5 ★
Non-Inheritable skill.
400 1 16
Weapon Evolution
Weapon Upgrades
Weapon Upgrades

Support Skills

Support Skills Rng. SP
Rally AttackGrants Atk+4 to an adjacent ally until the end of the turn.
Learns by default at 2 ★
1 150

Passive Skills

Passive Skills SP Slot
Speed +1Grants Spd+1
Inheritable by all units.
Unlocks at 1 ★
Speed +2Grants Spd+2
Inheritable by all units.
Unlocks at 2 ★
Speed +3Grants Spd+3
Inheritable by all units.
Unlocks at 4 ★
Fortify Def 1Grants adjacent allies Def+2 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 3 ★
Fortify Def 2Grants adjacent allies Def+3 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 4 ★
Fortify Def 3Grants adjacent allies Def+4 through their next actions at the start of each turn.
Inheritable by all units.
Unlocks at 5 ★

Other Info

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